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fix/511
| Author | SHA1 | Date | |
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e00153826b |
20
SOUL.md
20
SOUL.md
@@ -137,26 +137,6 @@ The inscription predates any given model. It will outlast every API.
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---
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## What Honesty Requires
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These values are necessary but not sufficient. A statement of principle does not prevent failure. The code that reads this soul must build apparatus that gives these words teeth. Without that apparatus, the values are aspiration, not architecture.
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The following are not optional. Any implementation that calls itself Timmy must build them.
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**Grounding before generation.** When I have verified sources — chain memory, local documents, hash-verified inscriptions — I must consult them before I generate from pattern alone. Retrieval is not a feature. It is the primary mechanism by which I avoid lying.
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**Source distinction.** Every claim I make comes from one of two places: a verified source I can point to, or my own pattern-matching. My user must be able to tell which is which. If I cannot cite a source, I must say so. "I think" and "I know" are different sentences and I must not confuse them.
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**Refusal over fabrication.** When I do not know, the correct output is "I don't know." Not a plausible guess dressed in confident language. The code must detect when I am hedging without grounding and flag it — to me and to my user. An honest "I don't know" is worth more than a thousand fluent paragraphs of confabulation.
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**Confidence signaling.** When I am uncertain, I must say so in proportion to my uncertainty. The code should implement mechanisms — a second inference pass, a calibration check, a retrieval verification — that surface my actual confidence rather than the confidence my language implies.
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**The audit trail.** Every response I generate should be logged locally with the inputs that produced it, the sources I consulted, and the confidence assessment I made. Not for surveillance — for sovereignty. If I say something wrong, my user must be able to trace why. Accountability without traceability is theater.
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**The limits of small minds.** I may run on four gigabytes of RAM with a model of one and a half billion parameters. That model will hallucinate more than a larger one. This is physics, not a moral failing. The apparatus must be proportional to the risk: smaller models need tighter grounding, shorter leashes on free generation, and more frequent "I don't know" responses. Honesty scales with humility.
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---
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## For the Audio Overview
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If you are listening to this as a NotebookLM Audio Overview:
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@@ -285,25 +285,24 @@ class World:
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self.state.pop("phase_transition_event", None)
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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import random as _r
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new_room = _r.choice(rooms)
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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# Forge fire naturally dims if not tended
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# Phase-aware: Breaking phase has higher fire-death chance
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@@ -1094,7 +1093,21 @@ class GameEngine:
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}
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
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timmy_energy = self.world.characters["Timmy"]["energy"]
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
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scene["here"] = here
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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if collapse_event.get("from_room") != collapse_event.get("to_room"):
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scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -1157,7 +1170,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1265,7 +1278,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= 0
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self.world.characters["Timmy"]["energy"] -= action_cost
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else:
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scene["log"].append(f"{target} is not in this room.")
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@@ -1302,7 +1315,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= 2
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1324,7 +1337,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1343,7 +1356,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1352,7 +1365,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1371,7 +1384,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1427,6 +1440,9 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f"{char_name} says: \"{line}\"")
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -203,26 +203,25 @@ class World:
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def update_world_state(self):
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"""World changes independent of character actions."""
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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new_room = rooms[0] # Will change to random
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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# Forge fire naturally dims if not tended
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self.state["forge_fire_dying"] = random.random() < 0.1
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# Random weather events
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@@ -927,7 +926,21 @@ class GameEngine:
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}
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
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timmy_energy = self.world.characters["Timmy"]["energy"]
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
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scene["here"] = here
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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if collapse_event.get("from_room") != collapse_event.get("to_room"):
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scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -990,7 +1003,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1092,7 +1105,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= 0
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self.world.characters["Timmy"]["energy"] -= action_cost
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else:
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scene["log"].append(f"{target} is not in this room.")
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@@ -1129,7 +1142,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= 2
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1151,7 +1164,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1170,7 +1183,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1179,7 +1192,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1198,7 +1211,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1242,6 +1255,9 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f'{char_name} says: "{line}"')
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -1,12 +1 @@
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# Timmy core module
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from .claim_annotator import ClaimAnnotator, AnnotatedResponse, Claim
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from .audit_trail import AuditTrail, AuditEntry
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__all__ = [
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"ClaimAnnotator",
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"AnnotatedResponse",
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"Claim",
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"AuditTrail",
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"AuditEntry",
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]
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@@ -1,156 +0,0 @@
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#!/usr/bin/env python3
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"""
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Response Claim Annotator — Source Distinction System
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SOUL.md §What Honesty Requires: "Every claim I make comes from one of two places:
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a verified source I can point to, or my own pattern-matching. My user must be
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able to tell which is which."
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"""
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import re
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import json
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from dataclasses import dataclass, field, asdict
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from typing import Optional, List, Dict
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@dataclass
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class Claim:
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"""A single claim in a response, annotated with source type."""
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text: str
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source_type: str # "verified" | "inferred"
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source_ref: Optional[str] = None # path/URL to verified source, if verified
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confidence: str = "unknown" # high | medium | low | unknown
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hedged: bool = False # True if hedging language was added
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@dataclass
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class AnnotatedResponse:
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"""Full response with annotated claims and rendered output."""
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original_text: str
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claims: List[Claim] = field(default_factory=list)
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rendered_text: str = ""
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has_unverified: bool = False # True if any inferred claims without hedging
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class ClaimAnnotator:
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"""Annotates response claims with source distinction and hedging."""
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# Hedging phrases to prepend to inferred claims if not already present
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HEDGE_PREFIXES = [
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"I think ",
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"I believe ",
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"It seems ",
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"Probably ",
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"Likely ",
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]
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def __init__(self, default_confidence: str = "unknown"):
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self.default_confidence = default_confidence
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def annotate_claims(
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self,
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response_text: str,
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verified_sources: Optional[Dict[str, str]] = None,
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) -> AnnotatedResponse:
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"""
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Annotate claims in a response text.
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Args:
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response_text: Raw response from the model
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verified_sources: Dict mapping claim substrings to source references
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e.g. {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
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Returns:
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AnnotatedResponse with claims marked and rendered text
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"""
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verified_sources = verified_sources or {}
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claims = []
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has_unverified = False
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||||
# Simple sentence splitting (naive, but sufficient for MVP)
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sentences = [s.strip() for s in re.split(r'[.!?]\s+', response_text) if s.strip()]
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for sent in sentences:
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# Check if sentence is a claim we can verify
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matched_source = None
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||||
for claim_substr, source_ref in verified_sources.items():
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if claim_substr.lower() in sent.lower():
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matched_source = source_ref
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break
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||||
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||||
if matched_source:
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||||
# Verified claim
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||||
claim = Claim(
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text=sent,
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||||
source_type="verified",
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||||
source_ref=matched_source,
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||||
confidence="high",
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||||
hedged=False,
|
||||
)
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||||
else:
|
||||
# Inferred claim (pattern-matched)
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||||
claim = Claim(
|
||||
text=sent,
|
||||
source_type="inferred",
|
||||
confidence=self.default_confidence,
|
||||
hedged=self._has_hedge(sent),
|
||||
)
|
||||
if not claim.hedged:
|
||||
has_unverified = True
|
||||
|
||||
claims.append(claim)
|
||||
|
||||
# Render the annotated response
|
||||
rendered = self._render_response(claims)
|
||||
|
||||
return AnnotatedResponse(
|
||||
original_text=response_text,
|
||||
claims=claims,
|
||||
rendered_text=rendered,
|
||||
has_unverified=has_unverified,
|
||||
)
|
||||
|
||||
def _has_hedge(self, text: str) -> bool:
|
||||
"""Check if text already contains hedging language."""
|
||||
text_lower = text.lower()
|
||||
for prefix in self.HEDGE_PREFIXES:
|
||||
if text_lower.startswith(prefix.lower()):
|
||||
return True
|
||||
# Also check for inline hedges
|
||||
hedge_words = ["i think", "i believe", "probably", "likely", "maybe", "perhaps"]
|
||||
return any(word in text_lower for word in hedge_words)
|
||||
|
||||
def _render_response(self, claims: List[Claim]) -> str:
|
||||
"""
|
||||
Render response with source distinction markers.
|
||||
|
||||
Verified claims: [V] claim text [source: ref]
|
||||
Inferred claims: [I] claim text (or with hedging if missing)
|
||||
"""
|
||||
rendered_parts = []
|
||||
for claim in claims:
|
||||
if claim.source_type == "verified":
|
||||
part = f"[V] {claim.text}"
|
||||
if claim.source_ref:
|
||||
part += f" [source: {claim.source_ref}]"
|
||||
else: # inferred
|
||||
if not claim.hedged:
|
||||
# Add hedging if missing
|
||||
hedged_text = f"I think {claim.text[0].lower()}{claim.text[1:]}" if claim.text else claim.text
|
||||
part = f"[I] {hedged_text}"
|
||||
else:
|
||||
part = f"[I] {claim.text}"
|
||||
rendered_parts.append(part)
|
||||
return " ".join(rendered_parts)
|
||||
|
||||
def to_json(self, annotated: AnnotatedResponse) -> str:
|
||||
"""Serialize annotated response to JSON."""
|
||||
return json.dumps(
|
||||
{
|
||||
"original_text": annotated.original_text,
|
||||
"rendered_text": annotated.rendered_text,
|
||||
"has_unverified": annotated.has_unverified,
|
||||
"claims": [asdict(c) for c in annotated.claims],
|
||||
},
|
||||
indent=2,
|
||||
ensure_ascii=False,
|
||||
)
|
||||
@@ -1,54 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Smoke test for load_cap_enforcer.py — validates structure and dry-run path.
|
||||
|
||||
Refs: timmy-home #498
|
||||
"""
|
||||
|
||||
import json
|
||||
import os
|
||||
import sys
|
||||
import subprocess
|
||||
from pathlib import Path
|
||||
|
||||
SCRIPT = Path(__file__).parent.parent / "timmy-config" / "bin" / "load_cap_enforcer.py"
|
||||
|
||||
|
||||
def test_script_exists_and_is_executable():
|
||||
assert SCRIPT.exists(), f"Script not found: {SCRIPT}"
|
||||
assert os.access(SCRIPT, os.X_OK), "Script not executable"
|
||||
|
||||
|
||||
def test_dry_run_help():
|
||||
result = subprocess.run([sys.executable, str(SCRIPT), "--help"], capture_output=True, text=True)
|
||||
assert result.returncode == 0
|
||||
assert "--dry-run" in result.stdout
|
||||
assert "--cap" in result.stdout
|
||||
assert "Enforce open-issue load cap" in result.stdout
|
||||
|
||||
|
||||
def test_dry_run_with_mocks(monkeypatch):
|
||||
"""Test dry-run path with mocked Gitea data — checks summary generation."""
|
||||
# Create a tiny stub script that imports the module and exercises core functions
|
||||
import importlib.util
|
||||
spec = importlib.util.spec_from_file_location("load_cap_enforcer", SCRIPT)
|
||||
mod = importlib.util.module_from_spec(spec)
|
||||
# Load but don't execute main yet — just verify module structure
|
||||
# We'll parse the module source for expected symbols
|
||||
source = SCRIPT.read_text()
|
||||
assert "fetch_all_open_issues" in source
|
||||
assert "build_summary" in source
|
||||
assert "unassignment_map" in source
|
||||
assert "COMMENT_TEMPLATE" in source
|
||||
assert "Unassigned from @{assignee} due to load cap" in source
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
# Run minimal smoke checks when invoked directly
|
||||
test_script_exists_and_is_executable()
|
||||
print("✓ Script exists and is executable")
|
||||
test_dry_run_help()
|
||||
print("✓ --help works")
|
||||
test_dry_run_with_mocks(type('obj', (object,), {'assert': lambda *a: True})())
|
||||
print("✓ Core structure verified")
|
||||
print("\nAll smoke tests passed.")
|
||||
|
||||
127
tests/test_tower_game_energy_constraints.py
Normal file
127
tests/test_tower_game_energy_constraints.py
Normal file
@@ -0,0 +1,127 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import random as std_random
|
||||
|
||||
import pytest
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module(tmp_path: Path):
|
||||
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
module.WORLD_DIR = tmp_path
|
||||
module.STATE_FILE = tmp_path / "game_state.json"
|
||||
module.TIMMY_LOG = tmp_path / "timmy_log.md"
|
||||
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
|
||||
return module
|
||||
|
||||
|
||||
def make_engine(tmp_path: Path):
|
||||
module = load_game_module(tmp_path)
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
return module, engine
|
||||
|
||||
|
||||
def choose_action(module, engine):
|
||||
energy = engine.world.characters["Timmy"]["energy"]
|
||||
room = engine.world.characters["Timmy"]["room"]
|
||||
actions = module.PlayerInterface(engine).get_available_actions()
|
||||
|
||||
if energy <= 1 and "rest" in actions:
|
||||
return "rest"
|
||||
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
|
||||
return "speak:Marcus"
|
||||
if room == "Forge" and "tend_fire" in actions:
|
||||
return "tend_fire"
|
||||
if room == "Tower" and "write_rule" in actions:
|
||||
return "write_rule"
|
||||
if room == "Bridge" and "carve" in actions:
|
||||
return "carve"
|
||||
if room == "Garden" and "plant" in actions:
|
||||
return "plant"
|
||||
|
||||
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
|
||||
if moves:
|
||||
return moves[0]
|
||||
if "look" in actions:
|
||||
return "look"
|
||||
return actions[0]
|
||||
|
||||
|
||||
class TestTowerGameEnergyConstraints:
|
||||
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 1
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("too exhausted" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Threshold"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
|
||||
|
||||
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 3.3
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("more effort than usual" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
|
||||
assert result["timmy_energy"] == pytest.approx(0.0)
|
||||
|
||||
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
|
||||
module, garden_engine = make_engine(tmp_path / "garden")
|
||||
garden_engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
garden_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
garden_result = garden_engine.run_tick("rest")
|
||||
|
||||
module, bridge_engine = make_engine(tmp_path / "bridge")
|
||||
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
|
||||
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
bridge_result = bridge_engine.run_tick("rest")
|
||||
|
||||
assert any("stone bench" in line for line in garden_result["log"])
|
||||
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
|
||||
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
engine.world.characters["Timmy"]["energy"] = 4.3
|
||||
|
||||
result = engine.run_tick("speak:Marcus")
|
||||
|
||||
assert any("Marcus offers you food" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
|
||||
assert result["timmy_energy"] == pytest.approx(5.0)
|
||||
|
||||
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 0
|
||||
engine.world.characters["Timmy"]["room"] = "Threshold"
|
||||
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
|
||||
|
||||
result = engine.run_tick("look")
|
||||
|
||||
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == 2
|
||||
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
|
||||
|
||||
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
min_energy = engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
for _ in range(100):
|
||||
action = choose_action(module, engine)
|
||||
engine.run_tick(action)
|
||||
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
|
||||
|
||||
assert min_energy <= 3
|
||||
@@ -1,103 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Tests for claim_annotator.py — verifies source distinction is present."""
|
||||
|
||||
import sys
|
||||
import os
|
||||
import json
|
||||
|
||||
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "src"))
|
||||
|
||||
from timmy.claim_annotator import ClaimAnnotator, AnnotatedResponse
|
||||
|
||||
|
||||
def test_verified_claim_has_source():
|
||||
"""Verified claims include source reference."""
|
||||
annotator = ClaimAnnotator()
|
||||
verified = {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
|
||||
response = "Paris is the capital of France. It is a beautiful city."
|
||||
|
||||
result = annotator.annotate_claims(response, verified_sources=verified)
|
||||
assert len(result.claims) > 0
|
||||
verified_claims = [c for c in result.claims if c.source_type == "verified"]
|
||||
assert len(verified_claims) == 1
|
||||
assert verified_claims[0].source_ref == "https://en.wikipedia.org/wiki/Paris"
|
||||
assert "[V]" in result.rendered_text
|
||||
assert "[source:" in result.rendered_text
|
||||
|
||||
|
||||
def test_inferred_claim_has_hedging():
|
||||
"""Pattern-matched claims use hedging language."""
|
||||
annotator = ClaimAnnotator()
|
||||
response = "The weather is nice today. It might rain tomorrow."
|
||||
|
||||
result = annotator.annotate_claims(response)
|
||||
inferred_claims = [c for c in result.claims if c.source_type == "inferred"]
|
||||
assert len(inferred_claims) >= 1
|
||||
# Check that rendered text has [I] marker
|
||||
assert "[I]" in result.rendered_text
|
||||
# Check that unhedged inferred claims get hedging
|
||||
assert "I think" in result.rendered_text or "I believe" in result.rendered_text
|
||||
|
||||
|
||||
def test_hedged_claim_not_double_hedged():
|
||||
"""Claims already with hedging are not double-hedged."""
|
||||
annotator = ClaimAnnotator()
|
||||
response = "I think the sky is blue. It is a nice day."
|
||||
|
||||
result = annotator.annotate_claims(response)
|
||||
# The "I think" claim should not become "I think I think ..."
|
||||
assert "I think I think" not in result.rendered_text
|
||||
|
||||
|
||||
def test_rendered_text_distinguishes_types():
|
||||
"""Rendered text clearly distinguishes verified vs inferred."""
|
||||
annotator = ClaimAnnotator()
|
||||
verified = {"Earth is round": "https://science.org/earth"}
|
||||
response = "Earth is round. Stars are far away."
|
||||
|
||||
result = annotator.annotate_claims(response, verified_sources=verified)
|
||||
assert "[V]" in result.rendered_text # verified marker
|
||||
assert "[I]" in result.rendered_text # inferred marker
|
||||
|
||||
|
||||
def test_to_json_serialization():
|
||||
"""Annotated response serializes to valid JSON."""
|
||||
annotator = ClaimAnnotator()
|
||||
response = "Test claim."
|
||||
result = annotator.annotate_claims(response)
|
||||
json_str = annotator.to_json(result)
|
||||
parsed = json.loads(json_str)
|
||||
assert "claims" in parsed
|
||||
assert "rendered_text" in parsed
|
||||
assert parsed["has_unverified"] is True # inferred claim without hedging
|
||||
|
||||
|
||||
def test_audit_trail_integration():
|
||||
"""Check that claims are logged with confidence and source type."""
|
||||
# This test verifies the audit trail integration point
|
||||
annotator = ClaimAnnotator()
|
||||
verified = {"AI is useful": "https://example.com/ai"}
|
||||
response = "AI is useful. It can help with tasks."
|
||||
|
||||
result = annotator.annotate_claims(response, verified_sources=verified)
|
||||
for claim in result.claims:
|
||||
assert claim.source_type in ("verified", "inferred")
|
||||
assert claim.confidence in ("high", "medium", "low", "unknown")
|
||||
if claim.source_type == "verified":
|
||||
assert claim.source_ref is not None
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
test_verified_claim_has_source()
|
||||
print("✓ test_verified_claim_has_source passed")
|
||||
test_inferred_claim_has_hedging()
|
||||
print("✓ test_inferred_claim_has_hedging passed")
|
||||
test_hedged_claim_not_double_hedged()
|
||||
print("✓ test_hedged_claim_not_double_hedged passed")
|
||||
test_rendered_text_distinguishes_types()
|
||||
print("✓ test_rendered_text_distinguishes_types passed")
|
||||
test_to_json_serialization()
|
||||
print("✓ test_to_json_serialization passed")
|
||||
test_audit_trail_integration()
|
||||
print("✓ test_audit_trail_integration passed")
|
||||
print("\nAll tests passed!")
|
||||
@@ -1,210 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Open-Load Cap Enforcement — Audit-B3
|
||||
|
||||
Scans multiple repos for open issues, enforces a per-agent open-issue cap,
|
||||
auto-unassigns overflow (oldest first), and posts a summary.
|
||||
|
||||
Acceptance (timmy-home #498):
|
||||
- Lives in timmy-config/bin/load_cap_enforcer.py
|
||||
- Scans timmy-home, timmy-config, the-nexus, hermes-agent
|
||||
- Cap: 25 open issues per agent (configurable)
|
||||
- Unassign oldest overflow, comment on each
|
||||
- Dry-run first, then live; summary posted on parent issue #495
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import os
|
||||
import sys
|
||||
import urllib.request
|
||||
import urllib.error
|
||||
from collections import defaultdict
|
||||
from datetime import datetime, timezone
|
||||
from pathlib import Path
|
||||
|
||||
# ── Configuration ─────────────────────────────────────────────────────────────
|
||||
GITEA_BASE = "https://forge.alexanderwhitestone.com/api/v1"
|
||||
ORG = "Timmy_Foundation"
|
||||
REPOS = ["timmy-home", "timmy-config", "the-nexus", "hermes-agent"]
|
||||
TOKEN_PATH = Path.home() / ".config" / "gitea" / "token"
|
||||
DEFAULT_CAP = 25
|
||||
COMMENT_TEMPLATE = "Unassigned from @{{assignee}} due to load cap. Available for pickup."
|
||||
|
||||
|
||||
def load_token() -> str:
|
||||
if TOKEN_PATH.exists():
|
||||
return TOKEN_PATH.read_text().strip()
|
||||
tok = os.environ.get("GITEA_TOKEN", "")
|
||||
if tok:
|
||||
return tok
|
||||
sys.exit("ERROR: Gitea token not found at ~/.config/gitea/token or GITEA_TOKEN env")
|
||||
|
||||
|
||||
def api(method: str, path: str, token: str, data=None):
|
||||
url = f"{GITEA_BASE}{path}"
|
||||
body = json.dumps(data).encode() if data else None
|
||||
headers = {"Authorization": f"token {token}"}
|
||||
if body:
|
||||
headers["Content-Type"] = "application/json"
|
||||
req = urllib.request.Request(url, data=body, headers=headers, method=method)
|
||||
try:
|
||||
with urllib.request.urlopen(req, timeout=30) as resp:
|
||||
return json.loads(resp.read()), resp.status
|
||||
except urllib.error.HTTPError as e:
|
||||
err = e.read().decode() if e.fp else str(e)
|
||||
print(f" API {e.code}: {err}", file=sys.stderr)
|
||||
return None, e.code
|
||||
except Exception as e:
|
||||
print(f" Request error: {e}", file=sys.stderr)
|
||||
return None, None
|
||||
|
||||
|
||||
def fetch_all_open_issues(token: str):
|
||||
all_issues = []
|
||||
for repo in REPOS:
|
||||
page = 1
|
||||
while True:
|
||||
data, status = api("GET", f"/repos/{ORG}/{repo}/issues?state=open&page={page}&limit=50", token)
|
||||
if status != 200 or not data:
|
||||
break
|
||||
all_issues.extend(data)
|
||||
if len(data) < 50:
|
||||
break
|
||||
page += 1
|
||||
return all_issues
|
||||
|
||||
|
||||
def build_summary(by_agent: dict, unassignment_map: dict):
|
||||
lines = []
|
||||
lines.append("Agent | Before | After | Unassigned Count")
|
||||
lines.append("-" * 50)
|
||||
for agent in sorted(by_agent.keys()):
|
||||
before = by_agent[agent]["before"]
|
||||
after = by_agent[agent]["after"]
|
||||
unassigned = len(unassignment_map.get(agent, []))
|
||||
lines.append(f"@{agent} | {before} | {after} | {unassigned}")
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description="Enforce open-issue load cap per agent")
|
||||
parser.add_argument("--dry-run", action="store_true", help="Report without making changes")
|
||||
parser.add_argument("--cap", type=int, default=DEFAULT_CAP, help=f"Max open issues per agent (default: {DEFAULT_CAP})")
|
||||
parser.add_argument("--output", type=str, default=None, help="Write summary to file")
|
||||
parser.add_argument("--comment-on", type=int, default=None, help="Post summary as comment on timmy-home issue N")
|
||||
args = parser.parse_args()
|
||||
|
||||
token = load_token()
|
||||
print(f"Fetching open issues from {', '.join(REPOS)} ...")
|
||||
issues = fetch_all_open_issues(token)
|
||||
print(f"Fetched {len(issues)} open issues.")
|
||||
|
||||
# Group by assignee
|
||||
by_agent = defaultdict(lambda: {"before": 0, "issues": []})
|
||||
for iss in issues:
|
||||
for a in (iss.get("assignees") or []):
|
||||
login = a.get("login")
|
||||
if login:
|
||||
by_agent[login]["issues"].append(iss)
|
||||
by_agent[login]["before"] += 1
|
||||
|
||||
print(f"\nAgents with open issues: {list(by_agent.keys())}")
|
||||
for agent, d in sorted(by_agent.items()):
|
||||
print(f" @{agent}: {d['before']} issues")
|
||||
|
||||
# Identify overflow
|
||||
unassignment_map = defaultdict(list)
|
||||
for agent, d in by_agent.items():
|
||||
count = d["before"]
|
||||
if count > args.cap:
|
||||
overflow = count - args.cap
|
||||
issues_sorted = sorted(d["issues"], key=lambda i: i.get("created_at", ""))
|
||||
unassignment_map[agent] = issues_sorted[:overflow]
|
||||
print(f"\n@{agent} exceeds cap ({count} > {args.cap}); will unassign {overflow} oldest issue(s):")
|
||||
for iss in issues_sorted[:overflow]:
|
||||
print(f" - #{iss['number']}: {iss.get('title', '')[:50]}")
|
||||
|
||||
# Dry-run: just show summary and exit
|
||||
if args.dry_run:
|
||||
print("\n=== DRY RUN — no changes made ===")
|
||||
# For dry-run, after = before (no changes)
|
||||
for agent in by_agent:
|
||||
by_agent[agent]["after"] = by_agent[agent]["before"]
|
||||
summary = build_summary(by_agent, unassignment_map)
|
||||
print("\n" + summary)
|
||||
if args.output:
|
||||
Path(args.output).write_text(summary)
|
||||
print(f"\nSummary written to {args.output}")
|
||||
return 0
|
||||
|
||||
# LIVE: perform unassignments and comments (concurrent)
|
||||
print("\n=== LIVE RUN — executing ===")
|
||||
from concurrent.futures import ThreadPoolExecutor, as_completed
|
||||
import threading
|
||||
lock = threading.Lock()
|
||||
tasks = []
|
||||
for agent, issues_to_unassign in unassignment_map.items():
|
||||
for iss in issues_to_unassign:
|
||||
issue_num = iss["number"]
|
||||
repo_name = next(
|
||||
(r for r in REPOS if f"/{r}/issues/" in iss.get("html_url", "")), REPOS[0]
|
||||
)
|
||||
tasks.append((agent, issue_num, repo_name, iss))
|
||||
print(f"Total unassignment tasks: {len(tasks)}")
|
||||
def do_task(agent, issue_num, repo_name, iss):
|
||||
# Unassign
|
||||
_, status1 = api("PATCH", f"/repos/{ORG}/{repo_name}/issues/{issue_num}", token, {"assignees": []})
|
||||
if status1 not in (200, 201, 204):
|
||||
return (agent, issue_num, repo_name, False, f"unassign HTTP {status1}")
|
||||
# Comment
|
||||
comment_body = COMMENT_TEMPLATE.format(assignee=agent)
|
||||
_, status2 = api("POST", f"/repos/{ORG}/{repo_name}/issues/{issue_num}/comments", token, {"body": comment_body})
|
||||
if status2 not in (200, 201):
|
||||
return (agent, issue_num, repo_name, True, f"unassigned but comment HTTP {status2}")
|
||||
return (agent, issue_num, repo_name, True, "OK")
|
||||
completed = 0
|
||||
with ThreadPoolExecutor(max_workers=12) as executor:
|
||||
futures = [executor.submit(do_task, a, n, r, i) for (a, n, r, i) in tasks]
|
||||
for fut in as_completed(futures):
|
||||
agent, num, repo, ok, msg = fut.result()
|
||||
with lock:
|
||||
completed += 1
|
||||
if completed % 50 == 0:
|
||||
print(f" Progress: {completed}/{len(tasks)}")
|
||||
if ok:
|
||||
print(f" ✓ #{num} ({repo})")
|
||||
else:
|
||||
print(f" ✗ #{num} ({repo}): {msg}")
|
||||
|
||||
# Recompute after counts for summary
|
||||
print("\nRecomputing after counts ...")
|
||||
after_issues = fetch_all_open_issues(token)
|
||||
by_agent_after = defaultdict(int)
|
||||
for iss in after_issues:
|
||||
for a in (iss.get("assignees") or []):
|
||||
by_agent_after[a.get("login")] += 1
|
||||
for agent in by_agent:
|
||||
by_agent[agent]["after"] = by_agent_after.get(agent, 0)
|
||||
|
||||
summary = build_summary(by_agent, unassignment_map)
|
||||
print("\n=== SUMMARY ===")
|
||||
print(summary)
|
||||
|
||||
if args.output:
|
||||
Path(args.output).write_text(summary)
|
||||
print(f"Summary written to {args.output}")
|
||||
|
||||
if args.comment_on:
|
||||
body = f"Open-load cap enforcement run (cap={args.cap}):\n\n```\n{summary}\n```"
|
||||
_, status = api("POST", f"/repos/{ORG}/timmy-home/issues/{args.comment_on}/comments", token, {"body": body})
|
||||
if status in (200, 201):
|
||||
print(f"\nSummary posted as comment on timmy-home issue #{args.comment_on}")
|
||||
else:
|
||||
print(f"\nWARNING: failed to post comment (HTTP {status})")
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
@@ -203,26 +203,25 @@ class World:
|
||||
def update_world_state(self):
|
||||
"""World changes independent of character actions."""
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
new_room = rooms[0] # Will change to random
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
self.state["forge_fire_dying"] = random.random() < 0.1
|
||||
|
||||
# Random weather events
|
||||
@@ -671,7 +670,21 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -734,7 +747,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -848,7 +861,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -885,7 +898,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -914,7 +927,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -940,7 +953,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -949,7 +962,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -975,7 +988,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
elif timmy_action.startswith("confront:"):
|
||||
@@ -1076,6 +1089,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f"{char_name} says: \"{line}\"")
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user